Jeb Graden

Iosef Vulcar's page

3 posts. Alias of Rabscuttle.


Strength 10
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 10
Charisma 13

About Iosef Vulcar

Iosef Vulcar: NG Human Wizard 1

Background:

Iosef was born to poor pig farmers and had a hard childhood. Although he loved hearing about tales of wizards and longed to be one himself, there was not enough money and always more work to do, so his dream had to remain just that. As he grew he scrounged what education he could, borrowing books and pestering visitors who stopped in the local town.
As the years went on, he married a local girl, Florina, and took over running his parents farm after they passed away. Together they had four children - Jaela, Petro Eduard, and Sanda. As the children grew up, Iosef could see that Petro had the same yearnings that he had, and as Iosef was better off than his own parents had been, scraped together enough to be able to send Petro to apprentice to a wizard in Tamran.

More years passed and the children all grew up. Jaela , Eduard and Sanda left home too, although remained in the area (Jaela married a cattle farmer, Eduard works with crops and Sanda is a barmaid at the tavern) Petro, now a proper wizard, went further afield, but he knew of his father's childhood dream and decided to try to teach Iosef magic remotely. This was not without difficulties, as communication was done via an unreliable post (and on occasion a more reliable but less wordy Sending spell). But Iosef worked hard and eventually learned basic magic.

A few winters ago, Florina took ill and died. Since then Iosef has become a little less outgoing and a little more irritable at the world. He loves his children, and keeps a collection of their gifts and momentos with him at all times.

Description:

Iosef is a late middle-aged human, and stands at 5ft 8. His once-strong frame show the sign of years toiling on the farm, with muscles now softened by time. His face is lined and his eyes, though weary, glimmer with intelligence. His hair and beard, grey now, are worn short and neat.

He dresses simply and practically, in oft-patched trousers and a rough shirt. A wide-brimmed hat shields his face from the sun, and his boots are well worn, but sturdy. When the weather is poor he has a thick brown cloak to protect him from the elements, and he always carries a rough walking stick that has proven useful on a few occasions for defending himself against wild animals.

Nowadays he is accompanied by his familiar, Grizzle. Grizzle has a coat of dark grey bristles and snuffles along besides Iosef on his travels.

Statistics:

STR: 10 = Base: 10
DEX: 14 = Base: 14
CON: 12 = Base: 12
INT: 18 = Base: 16; Racial: (+2) Human
WIS: 10 = Base: 10
CHA: 13 = Base: 13

Fort: +2 = Base: +0; CON: +1; Trait: (+1) Life of Toil
Ref: +2 = Base: +0; DEX: +2
Will: +2 = Base: +2; WIS: +0

AC: 12 = Base: (+10); Dexterity: (+2)
Touch: 12
FF: 10

BAB: 0
CMB: 0 = BAB: (+0); Strength: (+0)
CMD: 12 = Base: (+10); BAB: (+0); Strength: (+0); Dexterity: (+2)

Init: +2 = Dexterity: +2
Speed: 30ft
HP: 7
Languages: Common, Halfling, Elven, Sylvan, Goblin

Attacks:

Melee
Touch +0 (Varies, x2)
Club +0 (1d6, x2)
Ranged
Ranged Touch +2 (Varies, x2)
Crossbow, light +2 (1d8, 19-20/x2)

Skills:

Acrobatics: 2 = +2 DEX
Appraise: 4 = +4 INT
Bluff: 1 = +1 CHA
Climb: 0 = +0 STR
Diplomacy: 4 = +1 CHA; Misc: (+3) Familiar (Pig)
Disguise: 1 = +1 CHA
Escape Artist: 2 = +2 DEX
Fly: 2 = +2 DEX
Handle Animal: 10 = +1 rank; +1 CHA; Trait: (+5) Animal Whisperer; Misc: (+3) Class Skill
Heal: 0 = +0 WIS
Intimidate: 1 = +1 CHA
Knowledge (arcana): 8 = +1 rank; +4 INT; Misc: (+3) Class Skill
Knowledge (history): 8 = +1 rank; +4 INT; Misc: (+3) Class Skill
Knowledge (local): 8 = +1 rank; +4 INT; Misc: (+3) Class Skill
Knowledge (nature): 8 = +1 rank; +4 INT; Misc: (+3) Class Skill
Knowledge (planes): 8 = +1 rank; +4 INT; Misc: (+3) Class Skill
Perception: 2 = +0 WIS; Misc: (+2) Alertness
Profession (Pig Farmer): 4 = +1 rank; +0 WIS; Misc: (+3) Class Skill
Ride: 3 = +1 rank; +2 DEX
Sense Motive: 2 = +0 WIS; Misc: (+2) Alertness
Spellcraft: 8 = +1 rank; +4 INT; Misc: (+3) Class Skill
Stealth: 2 = +2 DEX
Survival: 0 = +0 WIS
Swim: 0 = +0 STR

Race Features:
Type (CRB 27): You are a humanoid with the human subtype.
Bonus Feat (CRB 27): You gain a bonus feat.*
Skilled (CRB 27): You gain one additional skill rank per level.*

Class Features:

Weapon Proficiency: You are proficient with the following weapons: Club; Crossbow, heavy; Crossbow, light; Dagger; Quarterstaff; Crossbow, Underwater, Heavy; Crossbow, Underwater, Light
Arcane Bond (Ex/Sp) (Core 78): You have chosen your arcane bond: a Familiar (Pig)
Arcane School (Core 79): You are a specialist in arcane spells of the Conjuration spell school. Your prohibited schools are: Illusion Necromancy
  • Summoner's Charm (Su) (Core 80): Whenever you cast a conjuration (summoning) spell, increase the duration by 1 rounds.
  • Acid Dart (Sp) (Core 80) (7 /day): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6+0 points of acid damage. You can use this ability 7 times a day. This attack ignores spell resistance.


Traits:
Life of Toil (UCa 60): You gain a +1 trait bonus on Fortitude saves*.
Animal Whisperer (APII 7): You gain a +1 trait bonus on Handle Animal checks* and Handle Animal is a class skill for you.* Your trait bonus increases to +5 when you attempt to ""push"" a wild animal to perform a trick for you, as long as its attitude is at least indifferent. You can target creatures of the animal type with charm or compulsion spells as if they were humanoid (but this does not allow you to automatically make yourself understood to them)


Feats:

Spell Focus (Conjuration) (Core 134): Add +1 to the Difficulty Class for all saving throws against spells from the school of conjuration.*
Augment Summoning (Core 118): Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Alertness (Core 117): You get a +2 bonus on all Perception and Sense Motive skill checks. Increases to +4 if you have 10 or more ranks.*
Scribe Scroll (Core 132): You can create a scroll of any spell you know.

Equipment:

Club, Light crossbow, Dagger, 5 x Bolts, crossbow, Backpack, Spell component pouch, Inkpen, Ink (1oz vial), Waterskin, 5 x Paper (sheet), 2 x Rations, trail (per day), Rope, silk (50 ft), Spellbook, Keepsakes

Spells:

Wizard (Spellbook)
0th (DC 14): Acid Splash (DC 15), Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue
1st (DC 15): Burning Hands, Charm Person, Enlarge Person, Mage Armor (DC 16), Magic Missile, Mount (DC 16), Protection from Evil, Summon Monster I (DC 16)